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Archive for the 'Rendering' Category

Distribution-based BRDFs

This important BRDF paper is finally available online. I’ve been waiting for it to become available since I read an earlier draft two years ago. It presents a cheap, yet realistic BRDF model and can be easily fit to data from real-world materials. Anyone interested in material rendering should check it out.

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I’ve owned a (signed!) copy of Andrew Glassner’s Principles of Digital Image Synthesis for a short while. It’s an amazingly in-depth book on the fundamentals of computer graphics, and I warmly recommend it. Anyway, I recently happened to glance at the appendices and noticed Appendix G. This appendix has tons of interesting spectral data in […]

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I was just browsing the A K Peters website recently (they have a great catalog of graphics books, like Real-Time Rendering, Advanced Global Illumination, and many others; they also publish the Journal of Graphics Tools) and I noticed an interesting book that they have forthcoming this October: “Color Imaging: Fundamentals and Applications” by Erik Reinhard […]

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SIGGRAPH 2007 Roundup

Whew! I’m back from SIGGRAPH, which was exciting and exhausting (as it usually is). I got a few days behind in the rush; I’ll finish up the remaining items of note in this post (in the order I saw them, not necessarily in order of importance). Wave Particles: this is a technique for simulating 2D […]

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Curl Noise

I saw the presentation of the paper “Curl Noise for Procedural Fluid Flow” on Tuesday. I’ve wanted to use velocity fields to advect particles in games for quite a while now, including procedural noise fields. Naively I thought I would want to use Perlin noise, however, it turns out that Perlin noise velocity fields aren’t […]

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Lighting Papers

I attended the Lighting Papers session on Tuesday. Of particular note were the following two papers: The Lightspeed Automatic Interactive Preview Lighting System This paper describes a lighting preview system from ILM. Similarly to other relighting systems (like Pixar’s LPICS) it does deferred rendering to enable fast iteration on the lighting (which happens after everything […]

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More Courses

I went to the “Practical Global Illumination With Irradiance Caching” course. I’m interested in irradiance and radiance caching techniques because they are closely related to baked lighting techniques used in games – one could argue that baked lighting is nothing more than irradiance caching computed offline and applied to interactive renders. An example of a […]

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Gamma chapter in GPU Gems 3

I leafed through GPU Gems 3 today, and noticed that chapter 24 has an interesting discussion of gamma-correctness issues. It looks pretty good (as does the book as a whole), and should be worthwhile reading for anyone interested in my recent post on gamma-correctness. NVIDIA has a page for the book here.

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Live from SIGGRAPH 2007

Finished an exhausting first day at the conference today – it seemed that I couldn’t step into the hallway for a minute without falling into a long and interesting conversation with a colleague I hadn’t seen since last SIGGRAPH. I spent the morning at Pixar’s course “Anyone Can Cook – Inside Ratatouille’s Kitchen” (the course […]

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I just bumped into this gamma link on Stephen Westin’s website, and that reminded me of other interesting graphics stuff on his site which seemed worth sharing: A mini-article on Fresnel reflectance A pdf scan of the original Torrance-Sparrow paper The “multimedia” (HTML + Java) version of the He BRDF paper An English translation of […]

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I’ve been spending a fair amount of time recently making our game’s rendering pipeline gamma-correct, which turned out to involve quite a bit more than I first suspected. I’ll give some background and then outline the issues I encountered – hopefully others trying to “gamma-correct” their renderers will find this useful. In a renderer implemented […]

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